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/cvs/deliantra/server/common/living.C
Revision: 1.55
Committed: Sat May 12 19:41:02 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +4 -5 lines
Log Message:
more weapon balancing

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <funcpoint.h>
27
28 /* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */
32 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
33
34 static const int con_bonus[MAX_STAT + 1] = {
35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36 22, 25, 30, 40, 50
37 };
38
39 /* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t.
42 */
43 static const int sp_bonus[MAX_STAT + 1] = {
44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
45 30, 40, 50, 70, 100
46 };
47
48 static const int grace_bonus[MAX_STAT + 1] = {
49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
50 30, 40, 50, 70, 100
51 };
52
53 /* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
66 * it is 1-diff
67 */
68
69 const float cha_bonus[MAX_STAT + 1] = { 10.0,
70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
76 };
77
78 const int dex_bonus[MAX_STAT + 1] = {
79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
80 };
81
82 /* speed_bonus uses dex as its stat */
83 const float speed_bonus[MAX_STAT + 1] = {
84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
86 1.6, 1.8, 2.0, 2.5, 3.0
87 };
88
89 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
90 * strength.
91 */
92 const int dam_bonus[MAX_STAT + 1] = {
93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
94 };
95
96 const int thaco_bonus[MAX_STAT + 1] = {
97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
98 };
99
100 /* Max you can carry before you start getting extra speed penalties */
101 const int max_carry[MAX_STAT + 1] = {
102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
103 301, 326, 352, 400, 450, 500, 600, 1000
104 };
105
106 /* weight_limit - the absolute most a character can carry - a character can't
107 * pick stuff up if it would put him above this limit.
108 * value is in grams, so we don't need to do conversion later
109 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace.
111 */
112
113 const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
121 };
122
123 const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100
126 };
127
128 const int cleric_chance[MAX_STAT + 1] = {
129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
130 };
131
132 const int turn_bonus[MAX_STAT + 1] = {
133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
134 };
135
136 const int fear_bonus[MAX_STAT + 1] = {
137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
138 };
139
140 /*
141 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp()
143 */
144
145 #define MAX_EXPERIENCE levels[settings.max_level]
146
147 /* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of
157 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed.
159 * -b.t.
160 */
161
162 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
163
164 extern sint64 *levels;
165
166 #define MAX_SAVE_LEVEL 110
167
168 /* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the
170 * right thing and always use range within this table.
171 * for safety, savethrow should not be accessed directly anymore,
172 * and instead did_make_save should be used instead.
173 */
174 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
175 18,
176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
182 };
183
184 const char *const attacks[NROFATTACKS] = {
185 "physical", "magical", "fire", "electricity", "cold", "confusion",
186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
189 "life stealing"
190 };
191
192 static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!",
194 "You're feeling clumsy!",
195 "You feel less healthy",
196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
199 "Your face gets distorted!",
200 };
201 const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.",
203 "You feel your agility return.",
204 "You feel your health return.",
205 "You feel your memory return.",
206 "You feel your wisdom return.",
207 "You feel your spirits return.",
208 "You feel your charisma return.",
209 };
210 const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.",
212 "You feel more agile.",
213 "You feel healthy.",
214 "You feel smarter.",
215 "You feel wiser.",
216 "You feel more potent.",
217 "You seem to look better.",
218 };
219 const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!",
221 "You feel clumsy!",
222 "You feel less healthy!",
223 "You feel stupid!",
224 "You lose some of your memory!",
225 "You feel less potent!",
226 "You look ugly!",
227 };
228
229 const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231 };
232
233 const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235 };
236
237 /*
238 * Like set_attr_value(), but instead the value (which can be negative)
239 * is added to the specified stat.
240 */
241 void
242 change_attr_value (living *stats, int attr, sint8 value)
243 {
244 stats->stat (attr) += value;
245 }
246
247 /*
248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
249 * 1-30 stat limit.
250 */
251 void
252 check_stat_bounds (living *stats)
253 {
254 for (int i = 0; i < NUM_STATS; i++)
255 {
256 sint8 &v = stats->stat (i);
257 v = clamp (v, MIN_STAT, MAX_STAT);
258 }
259 }
260
261 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
262
263 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
264 * make this macro to clean those up. Not usuable outside change_abil
265 * function since some of the values passed to new_draw_info are hardcoded.
266 */
267 #define DIFF_MSG(flag, msg1, msg2) \
268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
269
270 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271
272 /* flag is set to 1 if we are applying the object, -1 if we are removing
273 * the object.
274 * It is the calling functions responsibilty to check to see if the object
275 * can be applied or not.
276 * The main purpose of calling this function is the messages that are
277 * displayed - update_stats should really always be called after this when
278 * removing an object - that is because it is impossible to know if some object
279 * is the only source of an attacktype or spell attunement, so this function
280 * will clear the bits, but the player may still have some other object
281 * that gives them that ability.
282 */
283 int
284 change_abil (object *op, object *tmp)
285 {
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
287 char message[MAX_BUF];
288 int potion_max = 0;
289
290 /* remember what object was like before it was changed. note that
291 * refop is a local copy of op only to be used for detecting changes
292 * found by update_stats. refop is not a real object
293 */
294 object_copy refop = *op;
295
296 if (op->type == PLAYER)
297 {
298 if (tmp->type == POTION)
299 {
300 potion_max = 1;
301 for (int j = 0; j < NUM_STATS; j++)
302 {
303 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j);
305
306 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat;
308
309 /* Do some bounds checking. While I don't think any
310 * potions do so right now, there is the potential for potions
311 * that adjust that stat by more than one point, so we need
312 * to allow for that.
313 */
314 if (nstat < 1 && i * flag < 0)
315 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j);
318
319 if (nstat != ostat)
320 {
321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0;
323 }
324 else if (i)
325 {
326 /* potion is useless - player has already hit the natural maximum */
327 potion_max = 1;
328 }
329 }
330
331 /* This section of code ups the characters normal stats also. I am not
332 * sure if this is strictly necessary, being that fix_player probably
333 * recalculates this anyway.
334 */
335 for (int j = 0; j < NUM_STATS; j++)
336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
338 check_stat_bounds (&op->stats);
339 } /* end of potion handling code */
340 }
341
342 /* reset attributes that update_stats doesn't reset since it doesn't search
343 * everything to set
344 */
345 if (flag == -1)
346 {
347 op->attacktype &= ~tmp->attacktype;
348 op->path_attuned &= ~tmp->path_attuned;
349 op->path_repelled &= ~tmp->path_repelled;
350 op->path_denied &= ~tmp->path_denied;
351 /* Presuming here that creatures only have move_type,
352 * and not the other move_ fields.
353 */
354 op->move_type &= ~tmp->move_type;
355 }
356
357 /* call fix_player since op object could have whatever attribute due
358 * to multiple items. if update_stats always has to be called after
359 * change_ability then might as well call it from here
360 */
361 op->update_stats ();
362
363 /* update_stats won't add the bows ability to the player, so don't
364 * print out message if this is a bow.
365 */
366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367 {
368 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 }
371
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
373 {
374 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 }
377
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
379 {
380 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 }
383
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
385 {
386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 }
389
390 /* movement type has changed. We don't care about cases where
391 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from
394 * from fly high)
395 */
396 if (tmp->move_type && op->move_type != refop.move_type)
397 {
398 success = 1;
399
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high
402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
406 }
407
408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
410 /* double conditional - second case covers if you have move_fly_low -
411 * in that case, you don't actually land
412 */
413 DIFF_MSG (flag, "You soar into the air!",
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 }
416
417 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 }
423
424 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status
426 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 {
430 success = 1;
431 if (flag > 0)
432 {
433 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 }
436 else
437 {
438 op->race = op->arch->clone.race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 }
441 }
442
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
444 {
445 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 }
448
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
450 {
451 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 }
454
455 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision
457 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND))
459 {
460 success = 1;
461 if (flag > 0)
462 {
463 if (QUERY_FLAG (op, FLAG_WIZ))
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else
466 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND);
469 if (op->type == PLAYER)
470 op->contr->do_los = 1;
471 }
472 }
473 else
474 {
475 if (QUERY_FLAG (op, FLAG_WIZ))
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else
478 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND);
481 if (op->type == PLAYER)
482 op->contr->do_los = 1;
483 }
484 }
485 }
486
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
488 {
489 success = 1;
490 if (op->type == PLAYER)
491 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 }
494
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
496 {
497 success = 1;
498 if (flag > 0)
499 {
500 if (QUERY_FLAG (op, FLAG_WIZ))
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else
503 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER)
506 op->contr->do_los = 1;
507 }
508 }
509 else
510 {
511 if (QUERY_FLAG (op, FLAG_WIZ))
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else
514 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER)
517 op->contr->do_los = 1;
518 }
519 }
520 }
521
522 if (tmp->stats.luck)
523 {
524 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 }
527
528 if (tmp->stats.hp && op->type == PLAYER)
529 {
530 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 }
533
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
535 {
536 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 }
539
540 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER)
542 {
543 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 }
546
547 if (tmp->stats.food && op->type == PLAYER)
548 {
549 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
552
553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++)
555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
559 if (op->resist[i] != refop.resist[i])
560 {
561 success = 1;
562 if (op->resist[i] > refop.resist[i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
564 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
566
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 }
569 }
570
571 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j))
576 {
577 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 }
580 }
581 }
582
583 return success;
584 }
585
586 /*
587 * Stat draining by Vick 930307
588 * (Feeling evil, I made it work as well now. -Frank 8)
589 */
590 void
591 object::drain_stat ()
592 {
593 drain_specific_stat (rndm (NUM_STATS));
594 }
595
596 void
597 object::drain_specific_stat (int deplete_stats)
598 {
599 object *tmp;
600 archetype *at;
601
602 at = archetype::find (ARCH_DEPLETION);
603 if (!at)
604 {
605 LOG (llevError, "Couldn't find archetype depletion.\n");
606 return;
607 }
608 else
609 {
610 tmp = present_arch_in_ob (at, this);
611
612 if (!tmp)
613 {
614 tmp = arch_to_object (at);
615 tmp = insert_ob_in_ob (tmp, this);
616 SET_FLAG (tmp, FLAG_APPLIED);
617 }
618 }
619
620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
621 change_attr_value (&tmp->stats, deplete_stats, -1);
622 update_stats ();
623 }
624
625 /*
626 * A value of 0 indicates timeout, otherwise change the luck of the object.
627 * via an applied bad_luck object.
628 */
629 void
630 object::change_luck (int value)
631 {
632 archetype *at = archetype::find ("luck");
633 if (!at)
634 LOG (llevError, "Couldn't find archetype luck.\n");
635 else
636 {
637 object *tmp = present_arch_in_ob (at, this);
638
639 if (!tmp)
640 {
641 if (!value)
642 return;
643
644 tmp = arch_to_object (at);
645 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED);
647 }
648
649 if (value)
650 {
651 /* Limit the luck value of the bad luck object to +/-100. This
652 * (arbitrary) value prevents overflows (both in the bad luck object and
653 * in op itself).
654 */
655 int new_luck = tmp->stats.luck + value;
656
657 if (new_luck >= -100 && new_luck <= 100)
658 {
659 stats.luck += value;
660 tmp->stats.luck = new_luck;
661 }
662 }
663 else
664 {
665 if (!tmp->stats.luck)
666 return;
667
668 /* Randomly change the players luck. Basically, we move it
669 * back neutral (if greater>0, subtract, otherwise add)
670 */
671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
672 {
673 int diff = tmp->stats.luck > 0 ? -1 : 1;
674
675 stats.luck += diff;
676 tmp->stats.luck += diff;
677 }
678 }
679 }
680 }
681
682 /*
683 * Subtracts stat-bonuses given by the class which the player has chosen.
684 */
685 void
686 object::remove_statbonus ()
687 {
688 for (int i = 0; i < NUM_STATS; ++i)
689 {
690 sint8 v = arch->clone.stats.stat (i);
691 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v;
693 }
694 }
695
696 /*
697 * Adds stat-bonuses given by the class which the player has chosen.
698 */
699 void
700 object::add_statbonus ()
701 {
702 for (int i = 0; i < NUM_STATS; ++i)
703 {
704 sint8 v = arch->clone.stats.stat (i);
705 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v;
707 }
708 }
709
710 /*
711 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance.
714 * This functions starts from base values (archetype or player object)
715 * and then adjusts them according to what the player has equipped.
716 *
717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
718 * spell system split, grace points now added to system --peterm
719 */
720 void
721 object::update_stats ()
722 {
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed;
730
731 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER)
733 {
734 for (i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i);
736
737 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0;
739
740 attacktype = 0;
741
742 contr->digestion = 0;
743 contr->gen_hp = 0;
744 contr->gen_sp = 0;
745 contr->gen_grace = 0;
746 contr->gen_sp_armour = 10;
747 contr->item_power = 0;
748 }
749
750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
752
753 slaying = 0;
754
755 if (!QUERY_FLAG (this, FLAG_WIZ))
756 {
757 CLEAR_FLAG (this, FLAG_XRAYS);
758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
759 }
760
761 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND);
764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769
770 path_attuned = arch->clone.path_attuned;
771 path_repelled = arch->clone.path_repelled;
772 path_denied = arch->clone.path_denied;
773 glow_radius = arch->clone.glow_radius;
774 move_type = arch->clone.move_type;
775
776 chosen_skill = 0;
777
778 /* initializing resistances from the values in player/monster's
779 * archetype clone
780 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
782
783 for (i = 0; i < NROFATTACKS; i++)
784 {
785 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0;
787 else
788 vuln[i] = -(resist[i]), prot[i] = 0;
789
790 potion_resist[i] = 0;
791 }
792
793 wc = arch->clone.stats.wc;
794 stats.dam = arch->clone.stats.dam;
795
796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down
802 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 }
808 else
809 ac = arch->clone.stats.ac;
810
811 stats.luck = arch->clone.stats.luck;
812 speed = arch->clone.speed;
813
814 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped.
816 */
817 for (tmp = inv; tmp; tmp = tmp->below)
818 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil
827 * then calls this function.
828 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue;
831
832 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL)
834 {
835 /* Want to take the highest skill here. */
836 if (IS_MANA_SKILL (tmp->subtype))
837 {
838 if (!mana_obj)
839 mana_obj = tmp;
840 else if (tmp->level > mana_obj->level)
841 mana_obj = tmp;
842 }
843
844 if (IS_GRACE_SKILL (tmp->subtype))
845 {
846 if (!grace_obj)
847 grace_obj = tmp;
848 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp;
850 }
851 }
852
853 /* Container objects are not meant to adjust a players, but other applied
854 * objects need to make adjustments.
855 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below,
859 * because the skill shouldn't count against body positions being used
860 * up, etc.
861 */
862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING))
867 {
868 if (type == PLAYER)
869 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
872 continue;
873
874 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i));
876
877 /* these are the items that currently can change digestion, regeneration,
878 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array.
880 */
881 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING ||
884 tmp->type == BOOTS || tmp->type == GLOVES ||
885 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
889 {
890 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp;
892 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 }
897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
903
904 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED))
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info;
908
909 if (tmp->type == SYMPTOM)
910 {
911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1;
915 }
916
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken.
921 */
922 if (tmp->type != POTION)
923 {
924 for (i = 0; i < NROFATTACKS; i++)
925 {
926 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero.
928 */
929 if (tmp->type == POTION_EFFECT)
930 {
931 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
933 else
934 potion_resist[i] = tmp->resist[i];
935 }
936 else if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
938 else if (tmp->resist[i] < 0)
939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
940 }
941 }
942
943 /* There may be other things that should not adjust the attacktype */
944 if (tmp->type != SYMPTOM)
945 {
946 attacktype |= tmp->attacktype;
947 path_attuned |= tmp->path_attuned;
948 path_repelled |= tmp->path_repelled;
949 path_denied |= tmp->path_denied;
950 move_type |= tmp->move_type;
951 stats.luck += tmp->stats.luck;
952 }
953
954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961
962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
963 SET_FLAG (this, FLAG_UNDEAD);
964
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966 {
967 SET_FLAG (this, FLAG_MAKE_INVIS);
968 invisible = 1;
969 }
970
971 if (tmp->stats.exp && tmp->type != SKILL)
972 {
973 if (tmp->stats.exp > 0)
974 {
975 added_speed += tmp->stats.exp / 3.f;
976 bonus_speed += tmp->stats.exp / 3.f + 1.f;
977 }
978 else
979 added_speed += tmp->stats.exp;
980 }
981
982 switch (tmp->type)
983 {
984 #if 0
985 case WAND:
986 case ROD:
987 case HORN:
988 if (type != PLAYER || current_weapon == tmp)
989 chosen_skill = tmp;
990 break;
991 #endif
992
993 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */
995 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
997 break;
998
999 if (chosen_skill)
1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1001
1002 chosen_skill = tmp;
1003
1004 if (tmp->stats.dam > 0)
1005 { /* skill is a 'weapon' */
1006 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1007 weapon_speed = WEAPON_SPEED (tmp);
1008
1009 if (weapon_speed < 0)
1010 weapon_speed = 0;
1011
1012 weapon_weight = tmp->weight;
1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1014
1015 if (tmp->magic)
1016 stats.dam += tmp->magic;
1017 }
1018
1019 if (tmp->stats.wc)
1020 wc -= tmp->stats.wc + tmp->magic;
1021
1022 if (tmp->slaying)
1023 slaying = tmp->slaying;
1024
1025 if (tmp->stats.ac)
1026 ac -= tmp->stats.ac + tmp->magic;
1027
1028 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1029 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1030
1031 break;
1032
1033 case SKILL_TOOL:
1034 if (chosen_skill)
1035 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036
1037 chosen_skill = tmp;
1038 break;
1039
1040 case SHIELD:
1041 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042 contr->encumbrance += (int) tmp->weight / 2000;
1043 case RING:
1044 case AMULET:
1045 case GIRDLE:
1046 case HELMET:
1047 case BOOTS:
1048 case GLOVES:
1049 case CLOAK:
1050 if (tmp->stats.wc)
1051 wc -= tmp->stats.wc + tmp->magic;
1052
1053 if (tmp->stats.dam)
1054 stats.dam += tmp->stats.dam + tmp->magic;
1055
1056 if (tmp->stats.ac)
1057 ac -= tmp->stats.ac + tmp->magic;
1058
1059 break;
1060
1061 case BOW:
1062 case WEAPON:
1063 if (type != PLAYER || current_weapon == tmp)
1064 {
1065 wc -= tmp->stats.wc + tmp->magic;
1066
1067 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1068 ac -= tmp->stats.ac + tmp->magic;
1069
1070 stats.dam += tmp->stats.dam + tmp->magic;
1071 weapon_weight = tmp->weight;
1072 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1073
1074 if (weapon_speed < 0)
1075 weapon_speed = 0;
1076
1077 slaying = tmp->slaying;
1078
1079 /* If there is desire that two handed weapons should do
1080 * extra strength damage, this is where the code should
1081 * go.
1082 */
1083
1084 if (type == PLAYER)
1085 if (settings.spell_encumbrance)
1086 contr->encumbrance += tmp->weight * 3 / 1000;
1087 }
1088
1089 break;
1090
1091 case ARMOUR: /* Only the best of these three are used: */
1092 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1093 contr->encumbrance += tmp->weight / 1000;
1094
1095 case BRACERS:
1096 case FORCE:
1097 if (tmp->stats.wc)
1098 {
1099 if (best_wc < tmp->stats.wc + tmp->magic)
1100 {
1101 wc += best_wc;
1102 best_wc = tmp->stats.wc + tmp->magic;
1103 }
1104 else
1105 wc += tmp->stats.wc + tmp->magic;
1106 }
1107
1108 if (tmp->stats.ac)
1109 {
1110 if (best_ac < tmp->stats.ac + tmp->magic)
1111 {
1112 ac += best_ac; /* Remove last bonus */
1113 best_ac = tmp->stats.ac + tmp->magic;
1114 }
1115 else /* To nullify the below effect */
1116 ac += tmp->stats.ac + tmp->magic;
1117 }
1118
1119 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic);
1121
1122 if (tmp->stats.ac)
1123 ac -= (tmp->stats.ac + tmp->magic);
1124
1125 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1126 max = ARMOUR_SPEED (tmp) / 10.f;
1127
1128 break;
1129 } /* switch tmp->type */
1130 } /* item is equipped */
1131 } /* for loop of items */
1132
1133 /* We've gone through all the objects the player has equipped. For many things, we
1134 * have generated intermediate values which we now need to assign.
1135 */
1136
1137 /* 'total resistance = total protections - total vulnerabilities'.
1138 * If there is an uncursed potion in effect, granting more protection
1139 * than that, we take: 'total resistance = resistance from potion'.
1140 * If there is a cursed (and no uncursed) potion in effect, we take
1141 * 'total resistance = vulnerability from cursed potion'.
1142 */
1143 for (i = 0; i < NROFATTACKS; i++)
1144 {
1145 resist[i] = prot[i] - vuln[i];
1146
1147 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1148 resist[i] = potion_resist[i];
1149 }
1150
1151 /* Figure out the players sp/mana/hp totals. */
1152 if (type == PLAYER)
1153 {
1154 int pl_level;
1155
1156 check_stat_bounds (&(stats));
1157 pl_level = level;
1158
1159 if (pl_level < 1)
1160 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1161
1162 /* You basically get half a con bonus/level. But we do take into account rounding,
1163 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1164 */
1165 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1166 {
1167 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1168
1169 if (i % 2 && con_bonus[stats.Con] % 2)
1170 {
1171 if (con_bonus[stats.Con] > 0)
1172 j++;
1173 else
1174 j--;
1175 }
1176
1177 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1178 }
1179
1180 for (i = 11; i <= level; i++)
1181 stats.maxhp += 2;
1182
1183 if (stats.hp > stats.maxhp)
1184 stats.hp = stats.maxhp;
1185
1186 /* Sp gain is controlled by the level of the player's
1187 * relevant experience object (mana_obj, see above)
1188 */
1189 /* following happen when skills system is not used */
1190 if (!mana_obj)
1191 mana_obj = this;
1192
1193 if (!grace_obj)
1194 grace_obj = this;
1195
1196 /* set maxsp */
1197 if (!mana_obj || !mana_obj->level || type != PLAYER)
1198 mana_obj = this;
1199
1200 if (mana_obj == this && type == PLAYER)
1201 stats.maxsp = 1;
1202 else
1203 {
1204 sp_tmp = 0.f;
1205
1206 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1207 {
1208 float stmp;
1209
1210 /* Got some extra bonus at first level */
1211 if (i < 2)
1212 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1213 else
1214 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1215
1216 if (stmp < 1.f)
1217 stmp = 1.f;
1218
1219 sp_tmp += stmp;
1220 }
1221
1222 stats.maxsp = (sint16)sp_tmp;
1223
1224 for (i = 11; i <= mana_obj->level; i++)
1225 stats.maxsp += 2;
1226 }
1227
1228 /* Characters can get their sp supercharged via rune of transferrance */
1229 if (stats.sp > stats.maxsp * 2)
1230 stats.sp = stats.maxsp * 2;
1231
1232 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1233 if (!grace_obj || !grace_obj->level || type != PLAYER)
1234 grace_obj = this;
1235
1236 if (grace_obj == this && type == PLAYER)
1237 stats.maxgrace = 1;
1238 else
1239 {
1240 /* store grace in a float - this way, the divisions below don't create
1241 * big jumps when you go from level to level - with int's, it then
1242 * becomes big jumps when the sums of the bonuses jump to the next
1243 * step of 8 - with floats, even fractional ones are useful.
1244 */
1245 sp_tmp = 0.f;
1246 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1247 {
1248 float grace_tmp = 0.f;
1249
1250 /* Got some extra bonus at first level */
1251 if (i < 2)
1252 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1253 else
1254 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1255
1256 if (grace_tmp < 1.f)
1257 grace_tmp = 1.f;
1258
1259 sp_tmp += grace_tmp;
1260 }
1261
1262 stats.maxgrace = (sint16)sp_tmp;
1263
1264 /* two grace points per level after 11 */
1265 for (i = 11; i <= grace_obj->level; i++)
1266 stats.maxgrace += 2;
1267 }
1268
1269 /* No limit on grace vs maxgrace */
1270
1271 if (contr->braced)
1272 {
1273 ac += 2;
1274 wc += 4;
1275 }
1276 else
1277 ac -= dex_bonus[stats.Dex];
1278
1279 /* In new exp/skills system, wc bonuses are related to
1280 * the players level in a relevant exp object (wc_obj)
1281 * not the general player level -b.t.
1282 * I changed this slightly so that wc bonuses are better
1283 * than before. This is to balance out the fact that
1284 * the player no longer gets a personal weapon w/ 1
1285 * improvement every level, now its fighterlevel/5. So
1286 * we give the player a bonus here in wc and dam
1287 * to make up for the change. Note that I left the
1288 * monster bonus the same as before. -b.t.
1289 */
1290 object *wc_obj = chosen_skill;
1291
1292 if (contr && wc_obj && wc_obj->level > 1)
1293 {
1294 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295
1296 for (i = 1; i < wc_obj->level; i++)
1297 {
1298 /* additional wc every 6 levels */
1299 if (!(i % 6))
1300 wc--;
1301
1302 /* additional dam every 4 levels. */
1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1304 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1305 }
1306 }
1307 else
1308 wc -= level + thaco_bonus[stats.Str];
1309
1310 stats.dam += dam_bonus[stats.Str];
1311
1312 if (stats.dam < 1)
1313 stats.dam = 1;
1314
1315 speed = 1.f + speed_bonus[stats.Dex];
1316
1317 if (settings.search_items && contr->search_str[0])
1318 speed -= 1;
1319
1320 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype;
1322 } /* End if player */
1323
1324 if (added_speed >= 0)
1325 speed += added_speed / 10.f;
1326 else /* Something wrong here...: */
1327 speed /= 1.f - added_speed;
1328
1329 /* Max is determined by armour */
1330 if (speed > max)
1331 speed = max;
1332
1333 if (type == PLAYER)
1334 {
1335 /* f is a number the represents the number of kg above (positive num)
1336 * or below (negative number) that the player is carrying. If above
1337 * weight limit, then player suffers a speed reduction based on how
1338 * much above he is, and what is max carry is
1339 */
1340 f = (carrying / 1000) - max_carry[stats.Str];
1341 if (f > 0)
1342 speed = speed / (1.f + f / max_carry[stats.Str]);
1343 }
1344
1345 speed += bonus_speed / 10.f; /* Not affected by limits */
1346
1347 /* Put a lower limit on speed. Note with this speed, you move once every
1348 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1349 */
1350 speed = speed * speed_reduce_from_disease;
1351
1352 if (speed < 0.01f && type == PLAYER)
1353 speed = 0.01f;
1354
1355 if (type == PLAYER)
1356 {
1357 /* (This formula was made by vidarl@ifi.uio.no)
1358 * Note that we never used these values again - basically
1359 * all of these could be subbed into one big equation, but
1360 * that would just be a real pain to read.
1361 */
1362 float M = (max_carry[stats.Str] - 121) / 121.f;
1363 float M2 = max_carry[stats.Str] / 100.f;
1364 float W = weapon_weight / 20000.f;
1365 float s = 2 - weapon_speed / 10.f;
1366 float D = (stats.Dex - 14) / 14.f;
1367 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1368
1369 K *= (4 + level) *1.2f / (6 + level);
1370
1371 if (K <= 0.f)
1372 K = 0.01f;
1373
1374 float S = speed / (K * s);
1375
1376 contr->weapon_sp = S;
1377 }
1378
1379 /* I want to limit the power of small monsters with big weapons: */
1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1381 stats.dam = arch->clone.stats.dam * 3;
1382
1383 /* Prevent overflows of wc - best you can get is ABS(120) - this
1384 * should be more than enough - remember, AC is also in 8 bits,
1385 * so its value is the same.
1386 */
1387 if (wc > 120)
1388 wc = 120;
1389 else if (wc < -120)
1390 wc = -120;
1391
1392 stats.wc = wc;
1393
1394 if (ac > 120)
1395 ac = 120;
1396 else if (ac < -120)
1397 ac = -120;
1398
1399 stats.ac = ac;
1400
1401 /* if for some reason the creature doesn't have any move type,
1402 * give them walking as a default.
1403 * The second case is a special case - to more closely mimic the
1404 * old behaviour - if your flying, your not walking - just
1405 * one or the other.
1406 */
1407 if (move_type == 0)
1408 move_type = MOVE_WALK;
1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1410 move_type &= ~MOVE_WALK;
1411
1412 if (speed != old_speed)
1413 set_speed (speed);
1414
1415 /* It is quite possible that a player's spell costing might have changed,
1416 * so we will check that now.
1417 */
1418 if (type == PLAYER)
1419 {
1420 esrv_update_stats (contr);
1421 esrv_update_spells (contr);
1422 }
1423
1424 // update the mapspace, if we are on a map
1425 if (!flag [FLAG_REMOVED] && map)
1426 map->at (x, y).flags_ = 0;
1427 }
1428
1429 /*
1430 * Returns true if the given player is a legal class.
1431 * The function to add and remove class-bonuses to the stats doesn't
1432 * check if the stat becomes negative, thus this function
1433 * merely checks that all stats are 1 or more, and returns
1434 * false otherwise.
1435 */
1436 int
1437 allowed_class (const object *op)
1438 {
1439 return op->stats.Dex > 0
1440 && op->stats.Str > 0
1441 && op->stats.Con > 0
1442 && op->stats.Int > 0
1443 && op->stats.Wis > 0
1444 && op->stats.Pow > 0
1445 && op->stats.Cha > 0;
1446 }
1447
1448 /*
1449 * set the new dragon name after gaining levels or
1450 * changing ability focus (later this can be extended to
1451 * eventually change the player's face and animation)
1452 *
1453 * Note that the title is written to 'own_title' in the
1454 * player struct. This should be changed to 'ext_title'
1455 * as soon as clients support this!
1456 * Please, anyone, write support for 'ext_title'.
1457 */
1458 void
1459 set_dragon_name (object *pl, const object *abil, const object *skin)
1460 {
1461 int atnr = -1; /* attacknumber of highest level */
1462 int level = 0; /* highest level */
1463 int i;
1464
1465 /* Perhaps do something more clever? */
1466 if (!abil || !skin)
1467 return;
1468
1469 /* first, look for the highest level */
1470 for (i = 0; i < NROFATTACKS; i++)
1471 {
1472 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1473 {
1474 level = abil->resist[i];
1475 atnr = i;
1476 }
1477 }
1478
1479 /* now if there are equals at highest level, pick the one with focus,
1480 or else at random */
1481 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1482 atnr = abil->stats.exp;
1483
1484 level = (int) (level / 5.);
1485
1486 /* now set the new title */
1487 if (pl->contr != NULL)
1488 {
1489 if (level == 0)
1490 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1491 else if (level == 1)
1492 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1493 else if (level == 2)
1494 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1495 else if (level == 3)
1496 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1497 else
1498 {
1499 /* special titles for extra high resistance! */
1500 if (skin->resist[atnr] > 80)
1501 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1502 else if (skin->resist[atnr] > 50)
1503 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1504 else
1505 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1506 }
1507 }
1508
1509 strcpy (pl->contr->own_title, "");
1510 }
1511
1512 /*
1513 * This function is called when a dragon-player gains
1514 * an overall level. Here, the dragon might gain new abilities
1515 * or change the ability-focus.
1516 */
1517 void
1518 dragon_level_gain (object *who)
1519 {
1520 object *abil = NULL; /* pointer to dragon ability force */
1521 object *skin = NULL; /* pointer to dragon skin force */
1522 object *tmp = NULL; /* tmp. object */
1523 char buf[MAX_BUF]; /* tmp. string buffer */
1524
1525 /* now grab the 'dragon_ability'-forces from the player's inventory */
1526 shstr_cmp dragon_ability_force ("dragon_ability_force");
1527 shstr_cmp dragon_skin_force ("dragon_skin_force");
1528
1529 for (tmp = who->inv; tmp; tmp = tmp->below)
1530 if (tmp->type == FORCE)
1531 if (tmp->arch->name == dragon_ability_force)
1532 abil = tmp;
1533 else if (tmp->arch->name == dragon_skin_force)
1534 skin = tmp;
1535
1536 /* if the force is missing -> bail out */
1537 if (abil == NULL)
1538 return;
1539
1540 /* The ability_force keeps track of maximum level ever achieved.
1541 * New abilties can only be gained by surpassing this max level
1542 */
1543 if (who->level > abil->level)
1544 {
1545 /* increase our focused ability */
1546 abil->resist[abil->stats.exp]++;
1547
1548
1549 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1550 {
1551 /* time to hand out a new ability-gift */
1552 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1553 }
1554
1555 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1556 {
1557 /* apply new ability focus */
1558 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1559 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1560
1561 abil->stats.exp = abil->last_eat;
1562 abil->last_eat = 0;
1563 }
1564
1565 abil->level = who->level;
1566 }
1567
1568 /* last but not least, set the new title for the dragon */
1569 set_dragon_name (who, abil, skin);
1570 }
1571
1572 /* Handy function - given the skill name skill_name, we find the skill
1573 * archetype/object, set appropriate values, and insert it into
1574 * the object (op) that is passed.
1575 * We return the skill - this makes it easier for calling functions that
1576 * want to do something with it immediately.
1577 */
1578 object *
1579 give_skill_by_name (object *op, const char *skill_name)
1580 {
1581 object *skill_obj;
1582
1583 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1584 if (!skill_obj)
1585 {
1586 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1587 return NULL;
1588 }
1589
1590 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it.
1592 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op);
1597
1598 if (op->contr)
1599 {
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 }
1604
1605 return skill_obj;
1606 }
1607
1608 /* player_lvl_adj() - for the new exp system. we are concerned with
1609 * whether the player gets more hp, sp and new levels.
1610 * Note this this function should only be called for players. Monstes
1611 * don't really gain levels
1612 * who is the player, op is what we are checking to gain the level
1613 * (eg, skill)
1614 */
1615 void
1616 player_lvl_adj (object *who, object *op)
1617 {
1618 char buf[MAX_BUF];
1619
1620 if (!op) /* when rolling stats */
1621 op = who;
1622
1623 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1624 {
1625 op->level++;
1626
1627 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1628 dragon_level_gain (who);
1629
1630 /* Only roll these if it is the player (who) that gained the level */
1631 if (op == who && (who->level < 11) && who->type == PLAYER)
1632 {
1633 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1634 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1635 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1636 }
1637
1638 who->update_stats ();
1639 if (op->level > 1)
1640 {
1641 if (op->type != PLAYER)
1642 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1643 else
1644 sprintf (buf, "You are now level %d.", op->level);
1645
1646 if (who)
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 }
1649
1650 player_lvl_adj (who, op); /* To increase more levels */
1651 }
1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 {
1654 op->level--;
1655 who->update_stats ();
1656
1657 if (op->type != PLAYER)
1658 {
1659 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1661 }
1662
1663 player_lvl_adj (who, op); /* To decrease more levels */
1664 }
1665
1666 /* check if the spell data has changed */
1667 esrv_update_stats (who->contr);
1668 esrv_update_spells (who->contr);
1669 }
1670
1671 /*
1672 * Returns how much experience is needed for a player to become
1673 * the given level. level should really never exceed max_level
1674 */
1675
1676 sint64
1677 level_exp (int level, double expmul)
1678 {
1679 if (level > settings.max_level)
1680 return (sint64) (expmul * levels[settings.max_level]);
1681
1682 return (sint64) (expmul * levels[level]);
1683 }
1684
1685 /*
1686 * Ensure that the permanent experience requirements in an exp object are met.
1687 * This really just checks 'op to make sure the perm_exp value is within
1688 * proper range. Note that the checking of what is passed through
1689 * has been reduced. Since there is now a proper field for perm_exp,
1690 * this can now work on a much larger set of objects.
1691 */
1692 void
1693 calc_perm_exp (object *op)
1694 {
1695 int p_exp_min;
1696
1697 /* Ensure that our permanent experience minimum is met.
1698 * permenent_exp_ratio is an integer percentage, we divide by 100
1699 * to get the fraction */
1700 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1701
1702 if (op->perm_exp < p_exp_min)
1703 op->perm_exp = p_exp_min;
1704
1705 /* Cap permanent experience. */
1706 if (op->perm_exp < 0)
1707 op->perm_exp = 0;
1708 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1709 op->perm_exp = MAX_EXPERIENCE;
1710 }
1711
1712 /* Add experience to a player - exp should only be positive.
1713 * Updates permanent exp for the skill we are adding to.
1714 * skill_name is the skill to add exp to. Skill name can be
1715 * NULL, in which case exp increases the players general
1716 * total, but not any particular skill.
1717 * flag is what to do if the player doesn't have the skill:
1718 */
1719 static void
1720 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1721 {
1722 object *skill_obj = NULL;
1723 sint64 limit, exp_to_add;
1724 int i;
1725
1726 /* prevents some forms of abuse. */
1727 if (op->contr->braced)
1728 exp /= 5;
1729
1730 /* Try to find the matching skill.
1731 * We do a shortcut/time saving mechanism first - see if it matches
1732 * chosen_skill. This means we don't need to search through
1733 * the players inventory.
1734 */
1735 if (skill_name)
1736 {
1737 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1738 skill_obj = op->chosen_skill;
1739 else
1740 {
1741 for (i = 0; i < NUM_SKILLS; i++)
1742 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1743 {
1744 skill_obj = op->contr->last_skill_ob[i];
1745 break;
1746 }
1747
1748 /* Player doesn't have the skill. Check to see what to do, and give
1749 * it to the player if necessary
1750 */
1751 if (!skill_obj)
1752 {
1753 if (flag == SK_EXP_NONE)
1754 return;
1755 else if (flag == SK_EXP_ADD_SKILL)
1756 give_skill_by_name (op, skill_name);
1757 }
1758 }
1759 }
1760
1761 if (flag != SK_EXP_SKILL_ONLY)
1762 {
1763 /* Basically, you can never gain more experience in one shot
1764 * than half what you need to gain for next level.
1765 */
1766 exp_to_add = exp;
1767 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1768 if (exp_to_add > limit)
1769 exp_to_add = limit;
1770
1771 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1772 if (settings.permanent_exp_ratio)
1773 {
1774 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1775 calc_perm_exp (op);
1776 }
1777
1778 player_lvl_adj (op, NULL);
1779 }
1780
1781 if (skill_obj)
1782 {
1783 exp_to_add = exp;
1784 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1785 if (exp_to_add > limit)
1786 exp_to_add = limit;
1787
1788 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1789 if (settings.permanent_exp_ratio)
1790 {
1791 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1792 calc_perm_exp (skill_obj);
1793 }
1794
1795 player_lvl_adj (op, skill_obj);
1796 }
1797 }
1798
1799 /* This function checks to make sure that object 'op' can
1800 * lost 'exp' experience. It returns the amount of exp
1801 * object 'op' can in fact lose - it basically makes
1802 * adjustments based on permanent exp and the like.
1803 * This function should always be used for losing experience -
1804 * the 'exp' value passed should be positive - this is the
1805 * amount that should get subtract from the player.
1806 */
1807 sint64
1808 check_exp_loss (const object *op, sint64 exp)
1809 {
1810 sint64 del_exp;
1811
1812 if (exp > op->stats.exp)
1813 exp = op->stats.exp;
1814 if (settings.permanent_exp_ratio)
1815 {
1816 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1817 if (del_exp < 0)
1818 del_exp = 0;
1819 if (exp > del_exp)
1820 exp = del_exp;
1821 }
1822 return exp;
1823 }
1824
1825 sint64
1826 check_exp_adjust (const object *op, sint64 exp)
1827 {
1828 if (exp < 0)
1829 return check_exp_loss (op, exp);
1830 else
1831 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1832 }
1833
1834
1835 /* Subtracts experience from player.
1836 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1837 * only subtract from the matching skill. Otherwise,
1838 * this subtracts a portion from all
1839 * skills the player has. Eg, if we figure the player is losing 10%
1840 * of his total exp, what happens is he loses 10% from all his skills.
1841 * Note that if permanent exp is used, player may not in fact lose
1842 * as much as listed. Eg, if player has gotten reduced to the point
1843 * where everything is at the minimum perm exp, he would lose nothing.
1844 * exp is the amount of exp to subtract - thus, it should be
1845 * a postive number.
1846 */
1847 static void
1848 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1849 {
1850 float fraction = (float) exp / (float) op->stats.exp;
1851 object *tmp;
1852 sint64 del_exp;
1853
1854 for (tmp = op->inv; tmp; tmp = tmp->below)
1855 if (tmp->type == SKILL && tmp->stats.exp)
1856 {
1857 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1858 {
1859 del_exp = check_exp_loss (tmp, exp);
1860 tmp->stats.exp -= del_exp;
1861 player_lvl_adj (op, tmp);
1862 }
1863 else if (flag != SK_SUBTRACT_SKILL_EXP)
1864 {
1865 /* only want to process other skills if we are not trying
1866 * to match a specific skill.
1867 */
1868 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1869 tmp->stats.exp -= del_exp;
1870 player_lvl_adj (op, tmp);
1871 }
1872 }
1873
1874 if (flag != SK_SUBTRACT_SKILL_EXP)
1875 {
1876 del_exp = check_exp_loss (op, exp);
1877 op->stats.exp -= del_exp;
1878 player_lvl_adj (op, NULL);
1879 }
1880 }
1881
1882 /* change_exp() - changes experience to a player/monster. This
1883 * does bounds checking to make sure we don't overflow the max exp.
1884 *
1885 * The exp passed is typically not modified much by this function -
1886 * it is assumed the caller has modified the exp as needed.
1887 * skill_name is the skill that should get the exp added.
1888 * flag is what to do if player doesn't have the skill.
1889 * these last two values are only used for players.
1890 */
1891 void
1892 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1893 {
1894 #ifdef EXP_DEBUG
1895 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1896 #endif
1897
1898 /* safety */
1899 if (!op)
1900 {
1901 LOG (llevError, "change_exp() called for null object!\n");
1902 return;
1903 }
1904
1905 /* if no change in exp, just return - most of the below code
1906 * won't do anything if the value is 0 anyways.
1907 */
1908 if (exp == 0)
1909 return;
1910
1911 /* Monsters are easy - we just adjust their exp - we
1912 * don't adjust level, since in most cases it is unrelated to
1913 * the exp they have - the monsters exp represents what its
1914 * worth.
1915 */
1916 if (op->type != PLAYER)
1917 {
1918 /* Sanity check */
1919 if (!QUERY_FLAG (op, FLAG_ALIVE))
1920 return;
1921
1922 /* reset exp to max allowed value. We subtract from
1923 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1924 * more than max exp, just return.
1925 */
1926 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1927 {
1928 exp = MAX_EXPERIENCE - op->stats.exp;
1929 if (exp < 0)
1930 return;
1931 }
1932
1933 op->stats.exp += exp;
1934 }
1935 else
1936 { /* Players only */
1937 if (exp > 0)
1938 add_player_exp (op, exp, skill_name, flag);
1939 else
1940 /* note that when you lose exp, it doesn't go against
1941 * a particular skill, so we don't need to pass that
1942 * along.
1943 */
1944 subtract_player_exp (op, abs (exp), skill_name, flag);
1945 }
1946 }
1947
1948 /* Applies a death penalty experience, the size of this is defined by the
1949 * settings death_penalty_percentage and death_penalty_levels, and by the
1950 * amount of permenent experience, whichever gives the lowest loss.
1951 */
1952 void
1953 apply_death_exp_penalty (object *op)
1954 {
1955 object *tmp;
1956 sint64 loss;
1957 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1958 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1959
1960 for (tmp = op->inv; tmp; tmp = tmp->below)
1961 if (tmp->type == SKILL && tmp->stats.exp)
1962 {
1963
1964 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1965 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1966
1967 /* With the revised exp system, you can get cases where
1968 * losing several levels would still require that you have more
1969 * exp than you currently have - this is true if the levels
1970 * tables is a lot harder.
1971 */
1972 if (level_loss < 0)
1973 level_loss = 0;
1974
1975 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1976
1977 tmp->stats.exp -= loss;
1978 player_lvl_adj (op, tmp);
1979 }
1980
1981 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1982 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1983
1984 if (level_loss < 0)
1985 level_loss = 0;
1986 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1987
1988 op->stats.exp -= loss;
1989 player_lvl_adj (op, NULL);
1990 }
1991
1992 /* This function takes an object (monster/player, op), and
1993 * determines if it makes a basic save throw by looking at the
1994 * save_throw table. level is the effective level to make
1995 * the save at, and bonus is any plus/bonus (typically based on
1996 * resistance to particular attacktype.
1997 * Returns 1 if op makes his save, 0 if he failed
1998 */
1999 int
2000 did_make_save (const object *op, int level, int bonus)
2001 {
2002 if (level > MAX_SAVE_LEVEL)
2003 level = MAX_SAVE_LEVEL;
2004
2005 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2006 return 0;
2007
2008 return 1;
2009 }